+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+6 | Strength | |
+6 | Dexterity | |
+3 | Constitution | |
+3 | Intelligence | |
+4 | Wisdom | |
+3 | Charisma |
+4 | Acrobatics | DEX | |
+6 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+6 | Athletics | STR | |
+9 | Deception | CHA | |
+3 | History | INT | |
+4 | Insight | WIS | |
+7 | Intimidation | CHA | |
+3 | Investigation | INT | |
+5 | Flute | CHA | |
+6 | Waterborne Vehicles | DEX |
+4 | Medicine | WIS | |
+3 | Nature | INT | |
+6 | Perception | WIS | |
+7 | Performance | CHA | |
+7 | Persuasion | CHA | |
+3 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+8 | Stealth | DEX | |
+6 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
longbow | +6 | DEX | 1d8+4 | piercing | |
(150ft/600ft) | |||||
short sword | +6 | STR | 1d6+4 | piercing | |
short sword | +6 | STR | 1d6+4 | piercing | |
hunting trap | +4 | STR | 1d4+4 | piercing | |
dc 13dex save to Dodge/ dc 13str free, moment 3 feet by chain 1 dmg fail |
The statblocks of your Weapons, armor and other important/magical equipment
Dnd 5e SRD
Light Armor Common
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 11 + Dex Modifier |
Cost: 10 gp Weight: 10 lb
DnD 5e SRD
Ranged Weapon Ammunition, Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | 150/600 ft | Ammunition, Heavy, Two-Handed |
Cost: 50 gp Weight: 2 lb
Player's Handbook, Wizards of the Coast, p. 150
Ammunition Common
Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)
The statblocks of your class features
Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.
Choose one from each of the following:
By the time you reach 2nd level, you have learned to cast spells.
Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | 2 | Favored Enemy - Natural Explorer | 0 | – | – | – | – | – |
2nd | 2 | Fighting Style - Spellcasting | 2 | 2 | – | – | – | – |
3rd | 2 | Ranger Archetype - Primeval Awareness | 3 | 3 | – | – | – | – |
4th | 2 | Ability Score Improvement | 3 | 3 | – | – | – | – |
5th | 3 | Extra Attack | 4 | 4 | 2 | – | – | – |
6th | 3 | Favored Enemy Improvements - Natural Explorer Improvements | 4 | 4 | 2 | – | – | – |
7th | 3 | Ranger Archetype feature | 5 | 4 | 3 | – | – | – |
8th | 3 | Ability Score Improvement - Land's Stride | 5 | 4 | 3 | – | – | – |
9th | 4 | N/A | 6 | 4 | 3 | 2 | – | – |
10th | 4 | Natural Explorer improvement - Hide in Plain Sight | 6 | 4 | 3 | 2 | – | – |
11th | 4 | Ranger Archetype feature | 7 | 4 | 3 | 3 | – | – |
12th | 4 | Ability Score Improvement | 7 | 4 | 3 | 3 | – | – |
13th | 5 | N/A | 8 | 4 | 3 | 3 | 1 | – |
14th | 5 | Favored enemy improvement - Vanish | 8 | 4 | 3 | 3 | 1 | – |
15th | 5 | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | – |
16th | 5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | – |
17th | 6 | N/A | 10 | 4 | 3 | 3 | 3 | 1 |
18th | 6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
19th | 6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | 6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
Level | Proficiency | Bonus Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Favored Enemy, Natural Explorer, Deft Explorer (Optional), Favored Foe (Optional) | - | - | - | - | - | - |
2nd | +2 | Fighting Style, Spellcasting, //Spellcasting Focus (Optional) | 2 | 2 | - | - | - | - |
3rd | +2 | Primeval Awareness, Ranger Conclave, Primal Awareness (Optional) | 3 | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement, Martial Versatility (Optional) | 3 | 3 | - | - | - | - |
5th | +3 | Ranger Conclave feature | 4 | 4 | 2 | - | - | - |
6th | +3 | Favored Enemy Improvement, Natural Explorer Improvement, Deft Explorer Improvement (Optional) | 4 | 4 | 2 | - | - | - |
7th | +3 | Ranger Conclave feature | 5 | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement, Land's Stride, Martial Versatility (Optional) | 5 | 4 | 3 | - | - | - |
9th | +4 | 6 | 4 | 3 | 2 | - | - | |
10th | +4 | Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Feature (Optional), Nature's Veil (Optional) | 6 | 4 | 3 | 2 | - | - |
11th | +4 | Ranger Conclave feature | 7 | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement, Martial Versatility (Optional) | 7 | 4 | 3 | 3 | - | - |
13th | +5 | 8 | 4 | 3 | 3 | 1 | - | |
14th | +5 | Favored Enemy Improvement, Vanish | 8 | 4 | 3 | 3 | 1 | - |
15th | +5 | Ranger Conclave feature | 9 | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement, Martial Versatility (Optional) | 9 | 4 | 3 | 3 | 2 | - |
17th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | |
18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement, Martial Versatility (Optional) | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. A half-elf of wood elf descent can choose one of the following features: - Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. - Fleet of Foot. Your base walking speed increases to 35 feet. - Mask of the Wild. You can attempt to hide when you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Dice 1d10 | Origin |
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
Dice 1d8 | Personality Trait |
---|---|
1 | I'm driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing nature. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. |
6 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
Dice 1d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | Nature. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
Dice 1d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
Dice 1d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There's no room for caution in a life lived to the fullest. |
3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. |
Statblocks for companions, followers and other allies.
Statblocks for your spells.
1-level Abjuration
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. * - which you take when you take acid, cold, fire, lightning, or thunder damage
D&D 5e PHB Page 221
1-level Enchantment
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Xanathar's Guide to Everything
1-level Transmutation
You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Statblocks for your Trinkets, businesses, building, castles, empires.